|
||||||||
|
WARNING! THIS DOCUMENT IS STILL IN DRAFT FORM, AND HAS NOT
YET BEEN FORMALLY RELEASED CLASSES & LEVELS Class Descriptions
ARCANE ARCHER Alignment: Any
Class Skills: The arcane archers class skills
(and the key ability for each skill) are Craft (Int), Hide (Dex). Weapon and Armor Proficiency: An arcane archer is proficient
with all simple and martial weapons, light Table: The Arcane Archer Base Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +1 +2 +2 +0 Enchant arrow +1 2nd +2 +3 +3 +0 Imbue arrow 3rd +3 +3 +3 +1 Enchant arrow +2 4th +4 +4 +4 +1 Seeker arrow 5th +5 +4 +4 +1 Enchant arrow +3 6th +6 +5 +5 +2 Phase arrow 7th +7 +5 +5 +2 Enchant arrow +4 8th +8 +6 +6 +2 Hail of arrows 9th +9 +6 +6 +3 Enchant arrow +5 10th +10 +7 +7 +3 Arrow of death Enchant Arrow: At 1st level, every nonmagical arrow
an arcane archer nocks and lets fly becomes enchanted, Imbue Arrow: At 2nd level, an arcane archer gains this
spell-like ability, allowing her to place an area spell Seeker Arrow: At 4th level, the arcane archer can launch
an arrow once per day at a target known to her Phase Arrow: At 6th level, the arcane archer can launch
an arrow once per day at a target known to her Hail of Arrows: In lieu of her regular attacks, once
per day the 8th-level arcane archer can fire an arrow at Arrow of Death: At 10th level, the arcane archer can
enchant an arrow of death that forces the target, if ASSASSIN Hit Die: d6.
Class Skills: The assassins class skills (and
the key ability for each skill) are Balance (Dex), Bluff (Cha), Weapon and Armor Proficiency: Assassins are proficient
with the crossbow (hand, light, or heavy), Table: The Assassin Base Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use 2nd +1 +0 +3 +0 +1 save vs. poison, uncanny dodge (Dex bonus to AC) 3rd +2 +1 +3 +1 Sneak attack +2d6 4th +3 +1 +4 +1 +2 save vs. poison 5th +3 +1 +4 +1 Sneak attack +3d6, uncanny dodge (cant be flanked) 6th +4 +2 +5 +2 +3 save vs. poison 7th +5 +2 +5 +2 +3 Sneak attack +4d6 8th +6 +2 +6 +2 +4 save vs. poison 9th +6 +3 +6 +3 Sneak attack +5d6 10th +7 +3 +7 +3 +5 save vs. poison, uncanny dodge (+1 vs. traps) Spells per Day Level 1st 2nd 3rd 4th ----- --- --- --- --- 1st 0 2nd 1 3rd 1 0 4th 1 1 5th 1 1 0 6th 1 1 1 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1 Class Features Sneak Attack: Any time the assassins target would
be denied her Dexterity bonus to AC (whether she It takes precision and penetration to hit a vital spot,
so ranged attacks can only count as sneak attacks if the With a sap or an unarmed strike, the assassin can make
a sneak attack that deals subdual damage instead An assassin can only sneak attack living creatures
with discernible anatomiesundead, constructs, oozes, If an assassin gets a sneak attack bonus from another
source (such as rogue levels), the bonuses to damage Death Attack: If the assassin studies his victim for
3 rounds and then makes a sneak attack with a melee Poison Use: Assassins are trained in the use of poison
and never risk accidentally poisoning themselves when Spells: Beginning at 1st level, an assassin gains the
ability to cast a small number of arcane spells. To cast a Saving Throw Bonus vs. Poison: Assassins train with
poisons of all types and slowly grow more and more Uncanny Dodge: Starting at 2nd level, the assassin
gains the extraordinary ability to react to danger before At 5th level, the assassin can no longer be flanked,
since he can react to opponents on opposite sides of him At 10th level, the assassin gains an intuitive sense
that alerts him to danger from traps, giving him a +1 If the assassin has another class that grants the uncanny
dodge ability, add together all the class levels of Assassins choose their spells from the following list: 1st levelchange self, detect poison, ghost sound,
obscuring mist, spider climb. BARBARIAN Alignment: Any nonlawful. Weapon and Armor Proficiency: A barbarian is proficient with all simple
and martial weapons, light armor, Table: The Barbarian Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +1 +2 +0 +0 Rage 1/day; fast movement
2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC)
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +1 +1 Uncanny dodge (can't be flanked)
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Rage 3/day
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps)
11 +11/+6/+1 +7 +3 +3 Damage reduction 1/
12 +12/+7/+2 +8 +4 +4 Rage 4/day
13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps)
14 +14/+9/+4 +9 +4 +4 Damage reduction 2/
15 +15/+10/+5 +9 +5 +5 Greater rage
16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day,
uncanny dodge (+3 against traps)
17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps)
20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day;
no longer winded after rage;
damage reduction 4/
Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution,
and a +2 morale bonus on The increase in Constitution increases the barbarian's hit points by
2 points per level, but these hit points go A fit of rage lasts for a number of rounds equal to 3 + the character's
(newly improved) Constitution modifier. Starting at 15th level, the barbarian's rage bonuses become +6 to Strength,
+6 to Constitution, and a +3 Fast Movement: The barbarian has a speed faster than the norm for his
race by +10 feet when wearing no Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity
bonus to AC (if any) if caught At 5th level, the barbarian can no longer be flanked. The exception to
this defense is that a rogue at least At 10th level, the barbarian gains a +1 bonus to Reflex saves made to
avoid traps and a +1 dodge bonus to Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary
ability to shrug off some Illiteracy: Barbarians are the only characters that do not automatically
know how to read and write. Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage
and cannot gain more levels as a BARD Alignment: Any nonlawful. Weapon and Armor Proficiency: A bard is proficient with all simple weapons.
Additionally, the bard is TABLE: The Bard Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +0 +0 +2 +2 Bardic music,
Bardic knowledge
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6/+1 +2 +6 +6
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7
12 +9/+4 +4 +8 +8
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12
TABLE: Bard Spells Per Day ------------Spells per Day----------- Level 0 1 2 3 4 5 6 ----- - - - - - - - 1 2 2 3 0 3 1 4 3 2 0 5 3 3 1 6 3 3 2 7 3 3 2 0 8 3 3 3 1 9 3 3 3 2 10 3 3 3 2 0 11 3 3 3 3 1 12 3 3 3 3 2 13 3 3 3 3 2 0 14 4 3 3 3 3 1 15 4 4 3 3 3 2 16 4 4 4 3 3 2 0 17 4 4 4 4 3 3 1 18 4 4 4 4 4 3 2 19 4 4 4 4 4 4 3 20 4 4 4 4 4 4 4 TABLE: Bard Spells Known ------------Spells Known------------- Level 0 1 2 3 4 5 6 ----- - - - - - - - 1 4 2 5 2* 3 6 3 4 6 3 2* 5 6 4 3 6 6 4 3 7 6 4 4 2* 8 6 4 4 3 9 6 4 4 3 10 6 4 4 4 2* 11 6 4 4 4 3 12 6 4 4 4 3 13 6 4 4 4 4 2* 14 6 4 4 4 4 3 15 6 4 4 4 4 3 16 6 5 4 4 4 4 2* 17 6 5 5 4 4 4 3 18 6 5 5 5 4 4 3 19 6 5 5 5 5 4 4 20 6 5 5 5 5 5 4 *Provided the bard has sufficient Charisma to have a bonus spell of this level. Spells: A bard casts arcane spells. The bard casts these spells without
needing to memorize them Bardic Music: Once per day per level, a bard can use song or poetics
to produce magical effects on those The Bardic Music effects are: * Inspire Courage: A bard with 3 or more ranks in Perform can to inspire
courage in his or her allies. To be * Countersong: A bard with 3 or more ranks in Perform can counter magical
effects that depend on sound * Fascinate: A bard with 3 or more ranks in Perform can cause a single
creature to become fascinated with While fascinating (or attempting to fascinate) a creature, the bard must
concentrate, as if casting or * Inspire Competence: A bard with 6 or more ranks in Perform can help
an ally succeed at a task. The ally * Suggestion: A bard with 9 or more ranks in Perform can make a suggestion
(as the spell) to a creature that * Inspire Greatness: A bard with 12 or more ranks in Perform can inspire
greatness in another creature. For The target gains the following boosts: Apply the target's Constitution modifier, if any, to each bonus Hit Die.
These extra Hit Dice count as regular Bardic Knowledge: A bard may make a special bardic knowledge check with
a bonus equal to his level + his DC Type of Knowledge -- ----------------- 10 Common, known by at least a substantial minority of the local population. 20 Uncommon but available, known by only a few people in the area. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels
as a bard, though he retains BLACKGUARD Hit Die: d10. Requirements:
Class Skills: The blackguards class skills (and
the key ability for each skill) are Concentration (Con), Craft Weapon and Armor Proficiency: Blackguards are proficient
with all simple and martial weapons, with all Table: The Blackguard Base Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +1 +2 0 0 Detect good, poison use 2nd +2 +3 0 0 Dark blessing, smite good 3rd +3 +3 +1 +1 Command undead, aura of despair 4th +4 +4 +1 +1 Sneak attack +1d6 5th +5 +4 +1 +1 Fiendish servant 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Sneak attack +2d6 8th +8 +6 +2 +2 9th +9 +6 +3 +3 10th +10 +7 +3 +3 Sneak attack +3d6 Class Spells per Day Level 1st 2nd 3rd 4th ----- --- --- --- --- 1st 0 2nd 1 3rd 1 0 4th 1 1 5th 1 1 0 6th 1 1 1 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1 Detect Good: At will, the blackguard can detect good
as a spell-like ability. This ability duplicates the effects Poison Use: Blackguards are skilled in the use of poison
and never risk accidentally poisoning themselves Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws. Spells: Beginning at 1st level, a blackguard gains
the ability to cast a small number of divine spells. To cast a Smite Good: Once a day, a blackguard of 2nd level or
higher may attempt to smite good with one normal Aura of Despair: Beginning at 3rd level, the blackguard
radiates a malign aura that causes enemies within Command Undead: When a blackguard reaches 3rd level,
he gains the supernatural ability to command and Sneak Attack: If a blackguard can catch an opponent
when she is unable to defend herself effectively from Ranged attacks only count as sneak attacks if the target
is 30 feet away or less. A blackguard cannot make A blackguard can only sneak attack living creatures
with discernible anatomies. Undead, constructs, oozes, If a blackguard gets a sneak attack bonus from another
source (such as rogue levels), the bonuses to damage Blackguards choose their spells from the following list: 1st levelcause fear, cure light wounds, doom,
inflict light wounds, magic weapon, summon monster I*. *Evil creatures only. Fallen Paladins Blackguards who possess levels of paladin (that is
to say, are now ex-paladins) gain extra abilities the more Table: Fallen Paladin Blackguard Abilities Paladin Extra Levels Ability ------- ------- 12: Smite good once per day. (This is in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.) 34: Lay on hands. Once per day, the blackguard can cure himself of damage equal to his Charisma bonus times his level. The blackguard can only cure himself or his fiendish servant with this spell-like ability. 56: Sneak attack damage increased by +1d6. 78: Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguards class level. 910: Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked by another and gains all special bonuses as a fiendish servant when the blackguard gains levels. 11+: Favored of the dark deities. Evil deities like nothing more than to see a pure heart corrupted, and thus a fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in. For example, a character who has twelve levels of paladin can immediately become a 10th-level blackguard with all abilities if he chooses to lose ten levels of paladin. The character level of the character does not change. This, of course, is in every way a profitable trade for the evil character, since he has already lost most of the benefits he gained from having those paladin levels. However, with the loss of paladin levels, the character no longer gains extra abilities found on this table. Thus, a fallen paladin of 15th level could become a 10th-level blackguard/5th-level paladin with the first three extra abilities on this chart because of those five levels of paladin. CLERIC Alignment: Varies by deity. A cleric's alignment must be within one step
of his deity's, and it may not be Domains and Class Skills: A cleric who chooses Animal or Plant as one
of his domains also has Knowledge Armor and Weapon Proficiency: Clerics are proficient with all simple
weapons. Clerics are proficient with all TABLE: The Cleric Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +0 +2 +0 +2 Turn or rebuke undead 2 +1 +3 +0 +3 3 +2 +3 +1 +3 4 +3 +4 +1 +4 5 +3 +4 +1 +4 6 +4 +5 +2 +5 7 +5 +5 +2 +5 8 +6/+1 +6 +2 +6 9 +6/+1 +6 +3 +6 10 +7/+2 +7 +3 +7 11 +8/+3 +7 +3 +7 12 +9/+4 +8 +4 +8 13 +9/+4 +8 +4 +8 14 +10/+5 +9 +4 +9 15 +11/+6/+1 +9 +5 +9 16 +12/+7/+2 +10 +5 +10 17 +12/+7/+2 +10 +5 +10 18 +13/+8/+3 +11 +6 +11 19 +14/+9/+4 +11 +6 +11 20 +15/+10/+5 +12 +6 +12 TABLE: Cleric Spells Per Day ------------------ Spells per Day*--------------------- Level 0 1 2 3 4 5 6 7 8 9 ----- - - - - - - - - - - 1 3 1+1 2 4 2+1 3 4 2+1 1+1 4 5 3+1 2+1 5 5 3+1 2+1 1+1 6 5 3+1 3+1 2+1 7 6 4+1 3+1 2+1 1+1 8 6 4+1 3+1 3+1 2+1 9 6 4+1 4+1 3+1 2+1 1+1 10 6 4+1 4+1 3+1 3+1 2+1 11 6 5+1 4+1 4+1 3+1 2+1 1+1 12 6 5+1 4+1 4+1 3+1 3+1 2+1 13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 *In addition to the stated number of spells per day for 1st- through
9th-level spells, a cleric gets a domain Some deities have favored weapons, and clerics consider it a point of
pride to wield them. A cleric whose Spells: A cleric casts divine spells. A cleric may prepare and cast any
spell on the cleric spell list, provided he Each cleric must choose a time at which he must spend an hour each day
in quiet contemplation or In addition to his standard spells, a cleric gets one domain spell of
each spell level, starting at 1st. When a Deity, Domains, and Domain Spells: Choose a deity for your cleric. The
cleric's deity influences his alignment, Choose two from among the deity's domains for your cleric's domains.
You can only select an alignment If your cleric is not devoted to a particular deity, you still select
two domains to represent his spiritual Each domain gives your cleric access to a domain spell at each spell
level, from 1st on up, as well as a Spontaneous Casting: Good clerics (and neutral clerics of good deities)
can channel stored spell energy into An evil cleric (or a neutral cleric of an evil deity), on the other hand,
can't convert prepared spells to cure A cleric who is neither good nor evil and whose deity is neither good
nor evil can convert spells either to A cleric can't use spontaneous casting to convert domain spells into
cure or inflict spells. These spells arise Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of
an alignment opposed to his own or to his Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships
a good deity) has the supernatural A cleric may attempt to turn or rebuke undead a number of times per day
equal to three plus his Charisma Extra Turning: As a feat, a cleric may take Extra Turning. This feat
allows the cleric to turn undead four more Bonus Languages: A cleric's list of bonus languages includes Celestial,
Abyssal, and Infernal, in addition to Ex-Clerics: A cleric who grossly violates the code of conduct expected
by his god (generally acting in ways DRUID Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or
neutral evil. Weapon and Armor Proficiency: Druids are proficient with the following
weapons: club, dagger, dart, halfspear TABLE: The Druid Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 0 +2 +0 +2 Nature sense,
Animal companion
2 +1 +3 +0 +3 Woodland stride
3 +2 +3 +1 +3 Trackless step
4 +3 +4 +1 +4 Resist nature's lure
5 +3 +4 +1 +4 Wild shape (1/day)
6 +4 +5 +2 +5 Wild shape (2/day)
7 +5 +5 +2 +5 Wild shape (3/day)
8 +6/+1 +6 +2 +6 Wild shape (Large)
9 +6/+1 +6 +3 +6 Venom immunity
10 +7/+2 +7 +3 +7 Wild shape (4/day)
11 +8/+3 +7 +3 +7 Wild shape (Tiny)
12 +9/+4 +8 +4 +8 Wild shape (dire)
13 +9/+4 +8 +4 +8 A thousand faces
14 +10/+5 +9 +4 +9 Wild shape (5/day)
15 +11/+6/+1 +9 +5 +9 Wild shape (Huge),
Timeless body
16 +12/+7/+2 +10 +5 +10 Wild shape
(elemental 1/day)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Wild shape
(6/day, elemental 3/day)
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
TABLE: Druid Spells Per Day ------------------Spells per Day----------------------- Level 0 1 2 3 4 5 6 7 8 9 ----- - - - - - - - - - - 1 3 1 2 4 2 3 4 2 1 4 5 3 2 5 5 3 2 1 6 5 3 3 2 7 6 4 3 2 1 8 6 4 3 3 2 9 6 4 4 3 2 1 10 6 4 4 3 3 2 11 6 5 4 4 3 2 1 12 6 5 4 4 3 3 2 13 6 5 5 4 4 3 2 1 14 6 5 5 4 4 3 3 2 15 6 5 5 4 4 4 3 2 1 16 6 5 5 5 4 4 3 3 2 17 6 5 5 5 5 4 4 3 2 1 18 6 5 5 5 5 4 4 3 3 2 19 6 5 5 5 5 5 4 4 3 3 20 6 5 5 5 5 5 4 4 4 4 A druid who wears prohibited armor or wields a prohibited weapon is unable
to use any of her magical powers Spells: A druid casts divine spells. A druid may prepare and cast any
spell on the druid spell list provided she Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own. Bonus Languages: A druid may substitute Sylvan for one of the bonus languages
available to her. In addition, Nature Sense: A druid can identify plants and animals (their species
and special traits) with perfect accuracy. Animal Companion: A 1st-level druid may begin play with an animal companion.
This animal is one that the Woodland Stride: Starting at 2nd level, a druid may move through natural
thorns, briars, overgrown areas, Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus
to saving throws against the spell-like Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph
self into a Small or Medium-size The druid can use this ability more times per day at 6th, 7th, 10th,
14th, and 18th level, as noted. In addition, At 16th level or higher, the druid may use wild shape to change into
a Small, Medium-size, or Large air, earth, Venom Immunity: At 9th level, a druid gains immunity to all organic poisons,
including monster poisons but A Thousand Faces: At 13th level, a druid gains the supernatural ability
to change his or her appearance at Timeless Body: After achieving 15th level, a druid no longer suffers
ability penalties for aging and cannot be Ex-Druids: A druid who ceases to revere nature or who changes to a prohibited
alignment loses all spells and DWARVEN DEFENDER Hit Die: d12.
Class Skills: The defenders class skills (and
the key ability for each skill) are Craft (Int), Listen (Wis), Sense Weapon and Armor Proficiency: The dwarven defender
is proficient with all simple and martial weapons, all Table: The Dwarven Defender Base Class Attack Fort Ref Will AC Level Bonus Save Save Save Bonus Special ----- ------ ---- ---- ---- ----- ------- 1st +1 +2 +0 +2 +1 Defensive stance 1/day 2nd +2 +3 +0 +3 +1 Defensive awareness (Dex bonus to AC) 3rd +3 +3 +1 +3 +1 Defensive stance 2/day 4th +4 +4 +1 +4 +2 5th +5 +4 +1 +4 +2 Defensive stance 3/day 6th +6 +5 +2 +5 +2 Damage reduction (3), defensive awareness (cant be flanked) 7th +7 +5 +2 +5 +3 Defensive stance 4/day 8th +8 +6 +2 +6 +3 9th +9 +6 +3 +6 +3 Defensive stance 5/day 10th +10 +7 +3 +7 +4 Damage reduction (6), defensive awareness (+1 vs. traps) Defensive Stance: When he needs to, the defender can
become a stalwart bastion of defense. In this
While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the characters (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a 2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action. Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him). At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the characters defensive awareness ability on that basis. Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.) FIGHTER Alignment: Any. Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. TABLE: The Fighter Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 +1 +2 +0 +0 Bonus feat 2 +2 +3 +0 +0 Bonus feat 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus feat 5 +5 +4 +1 +1 6 +6/+1 +5 +2 +2 Bonus feat 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Bonus feat 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Bonus feat 11 +11/+6/+1 +7 +3 +3 12 +12/+7/+2 +8 +4 +4 Bonus feat 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 Bonus feat 15 +15/+10/+5 +9 +5 +5 16 +16/+11/+6/+1 +10 +5 +5 Bonus feat 17 +17/+12/+7/+2 +10 +5 +5 18 +18/+13/+8/+3 +11 +6 +6 Bonus feat 19 +19/+14/+9/+4 +11 +6 +6 20 +20/+15/+10/+5 +12 +6 +6 Bonus feat Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*. Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one. LOREMASTER Alignment: Any
Class Skills: The loremasters class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha, exclusive skill). Weapon and Armor Proficiency: Loremasters gain no proficiency in any weapon or armor. Table: The Loremaster Base 1st +0 +0 +0 +2 Secret +1 level of existing class 2nd +1 +0 +0 +3 Lore +1 level of existing class 3rd +1 +1 +1 +3 Secret +1 level of existing class 4th +2 +1 +1 +4 Bonus language +1 level of existing class 5th +2 +1 +1 +4 Secret +1 level of existing class 6th +3 +2 +2 +5 Greater lore +1 level of existing class 7th +3 +2 +2 +5 Secret +1 level of existing class 8th +4 +2 +2 +6 Bonus language +1 level of existing class 9th +4 +3 +3 +6 Secret +1 level of existing class 10th +5 +3 +3 +7 True lore +1 level of existing class Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level. Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She cant choose the same secret twice. Table: Loremaster Secrets Level + Int Modifier Secret Effect ------------ ------ ------ 1 Instant mastery 4 ranks of a skill in which the character has no ranks 2 Secret health +3 hit points 3 Secrets of inner strength +1 bonus to Will saves 4 The lore of true stamina +1 bonus to Fortitude saves 5 Secret knowledge +1 bonus to Reflex saves of avoidance 6 Weapon trick +1 bonus to attack rolls 7 Dodge trick +1 dodge bonus to AC 8 Applicable knowledge Any one feat 9 Newfound arcana 1 bonus 1st-level spell* 10 More newfound arcana 1 bonus 2nd-level spell* *As if gained through having a high ability score. Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Players Handbook for more information on bardic knowledge. Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level. Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined. True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability. MONK Alignment: Any lawful. Weapon and Armor Proficiency: Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack. A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.) When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes. TABLE: The Monk Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------------ ---- ---- ---- ------- 1 0 +2 +2 +2 Unarmed Strike,
stunning attack, evasion
2 +1 +3 +3 +3 Deflect Arrows feat
3 +2 +3 +3 +3 Still mind
4 +3 +4 +4 +4 Slow fall (20 ft.)
5 +3 +4 +4 +4 Purity of body
6 +4 +5 +5 +5 Slow fall (30 ft.),
Improved Trip feat
7 +5 +5 +5 +5 Wholeness of body,
Leap of the clouds
8 +6/+1 +6 +6 +6 Slow fall (50 ft.)
9 +6/+1 +6 +6 +6 Improved evasion
10 +7/+2 +7 +7 +7 Ki strike (+1)
11 +8/+3 +7 +7 +7 Diamond body
12 +9/+4 +8 +8 +8 Abundant step
13 +9/+4 +8 +8 +8 Diamond soul, ki strike (+2)
14 +10/+5 +9 +9 +9
15 +11/+6/+1 +9 +9 +9 Quivering palm
16 +12/+7/+2 +10 +10 +10 Ki strike (+3)
17 +12/+7/+2 +10 +10 +10 Timeless body,
Tongue of the sun and moon
18 +13/+8/+3 +11 +11 +11 Slow fall (any distance)
19 +14/+9/+4 +11 +11 +11 Empty body
20 +15/+10/+5 +12 +12 +12 Perfect self
TABLE: More Monk Abilities Unarmed Unarmed AC Unarmored Level Attack Bonus Damage* Bonus Speed** ----- ------------ ------- ----- --------- 1 +0 1d6 +0 30 ft. 2 +1 1d6 +0 30 ft. 3 +2 1d6 +0 40 ft. 4 +3 1d8 +0 40 ft. 5 +3 1d8 +1 40 ft. 6 +4/+1 1d8 +1 50 ft. 7 +5/+2 1d8 +1 50 ft. 8 +6/+3 1d10 +1 50 ft. 9 +6/+3 1d10 +1 60 ft. 10 +7/+4/+1 1d10 +2 60 ft. 11 +8/+5/+2 1d10 +2 60 ft. 12 +9/+6/+3 1d12 +2 70 ft. 13 +9/+6/+3 1d12 +2 70 ft. 14 +10/+7/+4/+1 1d12 +2 70 ft. 15 +11/+8/+5/+2 1d12 +3 80 ft. 16 +12/+9/+6/+3 1d20 +3 80 ft. 17 +12/+9/+6/+3 1d20 +3 80 ft. 18 +13/+10/+7/+4/+1 1d20 +3 90 ft. 19 +14/+11/+8/+5/+2 1d20 +3 90 ft. 20 +15/+12/+9/+6/+3 1d20 +4 90 ft. *Small monks deal less damage. **Small and dwarven monks are slower. TABLE: Small Monk Unarmed Damage and Small Monk & Dwarf Monk Speed Level Damage Speed ----- ------ ----- 12 1d4 20 ft. 3 1d4 25 ft. 45 1d6 25 ft. 67 1d6 35 ft. 8 1d8 35 ft. 9-11 1d8 40 ft. 12-14 1d10 45 ft. 15 1d10 55 ft. 16-17 2d6 55 ft. 18-20 2d6 60 ft. Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks. Making an off-hand attack makes no sense for a monk striking unarmed. A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows. Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a 2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced. Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling. Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability. Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability. Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score. Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk. From 9th level on, the monk's running ability is actually a supernatural ability. Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school. Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm. Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases. Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite. Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability. Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height. Improved Evasion: At 9th level, a monk only takes half damage on a failed save. Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability. Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability. Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down). Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10. Quivering Palm: Starting at 15th level, a monk can use the quivering palm. The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability. Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the monk still dies of old age when her time is up. Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature. Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability. Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1. Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities.
|
|||||||
|
||||||||